- The only one of these changes that I disagree strongly with is putting the third S-mod in the Leadership tree. I get your reasoning, but it's pretty different from what I've come to expect from these trees. It may sound a bit arrogant to tell you what your own game's themes are, but FWIW, the impressions stuck in my head from previous iterations are that Leadership is about being the best at using whatever you've got, while Technology is more about making what you've got the best it can be. The latter is often my first priority; I usually want my individual ships to be as mechanically tricked out as possible. So, anytime I'm going deep into Technology, I will always want that third S-mod. I don't mind putting a few points into Leadership for good officers (gonna need respectable pilots who can handle my beast machines, after all!), but having to max it for the S-mod doesn't fit the ethos I'm after at all.
That's a really interesting way to look at it! And a neat categorization/split. But, does it actually hold up? If we consider "making a ship the best it can be" to mean "if you take it and put into a fleet without the same commander skills, it'll still be better" then I think Special Modifications is literally the only skill that fits the bill. I'm having a hard time seeing how one could come up with a reasonable definition of this that would somehow make skills liks Crew Training, Carrier Group, Fighter Uplink, Flux Regulation, and Phase Corps qualitatively different.
I *think* the way you're thinking about this might be largely driven by the existence of Special Modifications and where it currently is.
- Support Doctrine being where it is seems questionable to me unless there are changes coming to substantially reduce the power of high-end officers. As lots of other people have been saying in this iteration, unless an officer-less ship has some strong inherent gimmick (thinking of the support Omens I run, here), it's a disposable speedbump in high-end combat. So unless it's an intentional balance decision that we should avoid using un-officered ships without this skill, I would consider it a band-aid for the issue. I can deal with having a mandatory band-aid skill, but putting at the top of a tree feels unrewarding, and irritating to build around.
Well - I think unofficered ships are quite usable, at least to a point. For some of the more recent testing, I've been using a fairly middling fleet - a bunch of ships with default loadouts, but with a couple of s-mods built into the officered ones only, and generally facing a mid-tier Remnant bounty, with one Radiant. I was having a much harder time using officer-only ships - but then I added a bunch of unofficered Vanguards and Lashers to my deployments, and things got much easier. Throwing Support Doctrine in further improved things, but it was already great to have a bunch of unofficered ships - even frigates! With Support Doctrine, I felt like I could put some capital-class ships on the field w/o officers, and that made the fight go even more smoothly.
You're right about them being disposable, though, especially the frigates. But not speedbumps - you lose them, sure, but they give you a lot. And some reasonable number usually survived until the very end, too. I can see them dropping off vs tougher targets, perhaps... well, maybe not tougher, just *different* in a way that punishes them more. Since for example this Remnant fleet always had me at 40% deployment points, so a larger one wouldn't be *that* much tougher.
But in general, the idea is that you *are* mostly using officer'ed ships, with non-officered ones thrown in for special purposes. So it's less of a band-aid for and issue an more just things working as intended.
(Yes, I'm probably trying to have my cake and eat it too, here - "you can use unofficered ships!" and "it's fine if they aren't any good". Uh, sorry.)
- Neural Link seems very gimmicky. I would typically want to use a skill like this defensively more than offensively- I don't want the AI potentially wasting missiles or whatever that I had planned for a particular purpose, during the times when I need to switch to the other ship. But limiting it to non-officered ships nixes most of its defensive potential, that of repositioning your most important ships to get them out of trouble, since anything really important is going to have an officer in it. It does seem like a great opportunity to make use of ships I wouldn't normally consider fast enough to work as a flagship, and bouncing between two capital ships could be strong as hell. I don't know, the biggest problem I have with it is that it feels, in light of my aforementioned biases, like it's in the wrong tree. It's a skill that's all about making you better at using a ship, instead of making the ship better for you to use- and yes, I'm skimming over the skill bonuses because they seem like a side benefit at best. One more "officered" ship but you can't choose the personality; that doesn't sound like the pinnacle of mechanical engineering. Meanwhile, the skill that literally is the pinnacle of mechanical engineering is over in Leadership.
Hmm, I think what you're saying you'd want to use Neural Link for is the sort of micromanagement that I super don't want it to be used for
Like, if we're not careful with it, it becomes a "cycle through your ships and tell them to vent" sort of skill and that doesn't sound like much fun.
And clearly has nothing at all to do with how much the ability reminds me of mind-jacking your Executors in House of the Dying Sun, no sir.
Hah! I need to play more of that game. Just couldn't get into it using a mouse, though...
- Nothing but optimism for the Industry top-tier changes. Hull Restoration seems well worth going five deep in Industry for the technical elitist player, and I completely agree with your reasoning on Derelict Operations. It seems like it could still be very powerful, or even overpowered depending on exact numbers, while offering a playstyle that's a lot more unique than Derelict Contingent.
*thumbs up*
I really need to do some testing with that after battle statistics mod, forgot the name, and try to figure out exactly what blank carriers/phase ships can do for a line fleet. Unfortunately two points cannot be spared while there's campaign QoL skills and necessary fleet logistics skills to be had, so base hulls it is.
FWIW, with the new system, I think there's more flexibility on doing that.
Sounds great, breathing more life into the low tech ships and expanding the skill point tree.
I am liking the Neural Link skill, being able to put to say a capital and a frigate to more personal use in the same battle is an interesting idea. No longer do we have to wait so long for our little shuttle to bounce between two ships XD
Would there be any interaction between the Operations Center hullmod and Neural Link?
Oh, good question! Offhand, I believe it'll work when it's on either ship, and I suppose you could put it on both. That'd be... interesting
I'm a bit concern at all that ai officers not contributing to battle points, they still do receive bonuses for officer skills right, like wolfpack?
They do, yeah. Nothing's changed regarding that.
Phase Command teleporter - assuming Player control od this ship and other ships from it is instant
*Visible happiness in having something close to a suggestion ( Neural link ) implemented in game*
Oh, hah! Hadn't seen that, but that does indeed sound quite similar
Making the skill tree easily configurable and moddable still seems to be the best solution
It is and has been!
Regarding changes, the root of the problem still stays - the skill tree mixes personal piloting skills (1), fleet commander skills (2), fleet technician skills (2) and colony government skills (4) while having too few points and too big of disparity between these groups, making players pick certain skills in certain order from (2) and (3), ignoring (1), while (4) shouldn't even be there.
Ah, hard disagree that it's
actually a problem! Or, rather, that it's a fundamental problem. I mean, it *could* be an issue, but whether it is or isn't depends on the details. And we're pretty far from combat skills not being worth taking. You certainly don't have to, and how beneficial they are depends on how your piloting is, but that's not a bad thing.
(*cough*can't disagree too much about (4), though*cough*)If a certain skill is an absolute must-have, it shouldn't be a skill or shouldn't be optional and missable. So my personal view on the skill system is the same - I'd better mod it while having more types of officers for the fleet.
I'm not sure that any skill is a absolute must-have, since you can play the game and beat the toughest challenges without any of them!